Aldebrandi

Description:

I woke this morning when the sun bled through the walls of my tent. I rose, cooked my rations in water over a small fire, and prayed to Faustine to help me track my quarry. The mutant has killed two horses and some farmers. It is a minor task to track and slay this monster, but success will hopefully draw the attention of the Duke to my house. A small blessing from the Duke would be a great reward for ensuring the safety of our horses. I go now to don my armor, raise my spear, and hunt down this beast in the name of all the Gods and my honor. I will prevail.

The Aldebrandi exist as a feudal realm with a clear class distinction between nobles and serfs. Intrigue among the houses is common, as nobles vie for power and seek to curry favor with the king. The Aldebrandi control the salt trade in the region, which means they have dealings with all the major factions. Trade delegates are present at most major settlements, and knights travel the wastes in search of glory and adventure.

The majority of Aldebrandi are the peasants who work the fields, toil in the salt mines, cook meals, raise nobles' children, and serve in the militias. The remainder belong to the noble houses in some capacity, as aristocrats, tutors, retainers, knights, chemists, tinkers, spies, overseers, and merchants. They are allowed the most freedom to do as they like and go where they please.

Every Aldebrandi character should be a minor noble of some sort. It is possible to play a serf, but serfs who leave their posts are hunted and punished by torture or death. Unsurprisingly, many serfs looking for a better way of life run off and join the Directorate.

Player Characters:

Notable NPCs:

Year One

Event One

Event Two

Event Three

Event Four

Year Two

Event Five

Event Six

Event Seven

Event Eight

Year Three

Event Nine

Event Ten

Event Eleven

Event Twelve

Year Four

Event Thirteen

Event Fourteen

Event Fifteen

Event Sixteen

Year Five

Event Seventeen

Event Eighteen

Event Nineteen

Event Twenty